Here's the VEX code if anyone wants it. Figured it out after Alex suggested I should try.
@a= fit01(rand(@ptnum), ch('slowest'), ch('fastest'));
f@b = ch(“speed_rate”);
@c = (@a * @b);
@P.y = (@c * @Frame);
Pop this into a point wrangle after a scattered primitive then feed it into a copy sop on the right side. This can be really handy for controlling the random speed of things like bubbles rising or objects in formation in a controlled art directed way.
Don't forget to adjust the axis in the @P.* to target direction of motion. Also, hit the parameter creation button on the right of the code so you get the sliders to dial in your values.
Thank you Alex for putting me in the right direction.
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Technical Discussion » Random speed for copied geos
- Tobias Steiner
- 101 posts
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Technical Discussion » Random speed for copied geos
- Tobias Steiner
- 101 posts
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Alex Twigg2
A simple way to do this is with vops.
If you are copying onto points then you could put a point VOP on the points before the copy. The vop takes point ID and generates a random number from 0 to 1 and then fits this to a user specified range, such as 0.35 to 4.5, and then multiplies it by the current frame.
Take the position and set the vector component 1 to the output of the frame multiply. Add this to the unaltered position value and pipe it into the output P.
It wouldn't be too hard to do this in VEX either if you are feeling a bit codey.
Hope that helps!
Have fun
That works very nicely. Thank you Alex!
Technical Discussion » Multiparams and menus, UI performance
- Tobias Steiner
- 101 posts
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Farmfield
The last 2-3 builds (>16.0.530) seem to have way better menu performance and so far I haven't noticed a bug I've had with the earlier version, that leaving Houdini open for a couple of hours (or overnight) made it unusable in regard to GUI lag…Tobias SteinerDoesn't really say much, Quadro 4000, M4000? Or perhaps FirePro..? Quite a big difference between those, for different reasons…
… I have a compatible semi-pro card and 16 runs like crap if you attempt to use more than one screen. …
And how do you run Houdini dual screen? I run the main app on monitor one and a panel, full screen, on monitor two - and so far I haven't noticed lag based on if I use one or two monitors - but then again, I run dual GTX1070. (though only one of them is in use for drawing the desktop)
Yeah your cards are much better….and much more expensive. nVidia 780 3gb here. Fact remains, it WAS advertised as compatible by SESI and even worked just fine with 16.04.504.20 official release. H16 “broke” starting at 16.0.530 in terms of performance for me. Same thing in 531. Either way, it's clear that the UI design is a point of issue for many reasons regardless of >>this guy's<< video card.
My money is still on software dev to be honest. Others are doing UI work with QT and not having these issues. Would I love to run out and drop a thousand or so on video cards….well hell yes but not really going to be in response to design work that is suspect.
If you have any suggestions on tweaks that might make this work well (as it clearly does in 16.0.504.20) then I'm all ears. :-D
I think Mr. Murphy explains it best below:
https://youtu.be/HktV2yGtLv8 [youtu.be]
Edited by Tobias Steiner - 2017年3月1日 18:34:11
Technical Discussion » Multiparams and menus, UI performance
- Tobias Steiner
- 101 posts
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I had a good back and forth with support on this for a couple of days. Long story short, H16 is a resource hog and won't perform well on video cards that aren't pretty hefty. Their system requirements will likely be updated. I have a compatible semi-pro card and 16 runs like crap if you attempt to use more than one screen. Support basically told me to use one monitor or go out and buy another video card. 15.5 runs beautifully for me even when I'm using other compositing apps running at the same time so I intend to just stay there and only use H16 to produce content then export it when the need arises to use H16 features.
Personally, I think it's just bad coding given the new architecture. They're not the only ones using QT. Other companies have done this just fine and their apps perform well.
I sincerely hope SideFX changes their tune on this performance bit. I got a pretty solid brush off from them in my support emails. Really added my first sour note in my experiences with SideFX.
Personally, I think it's just bad coding given the new architecture. They're not the only ones using QT. Other companies have done this just fine and their apps perform well.
I sincerely hope SideFX changes their tune on this performance bit. I got a pretty solid brush off from them in my support emails. Really added my first sour note in my experiences with SideFX.
Technical Discussion » Simple "Bake to Keyframes"?
- Tobias Steiner
- 101 posts
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jsmack
The channel needs more than one keyframe to bake, so that it can get the range for baking. An expression can be valid over all time, so baking range needs to be defined. You can either use the range override on the bake keyframe ui, or add a second keyframe at the end of the range to be baked.
That worked perfectly. Thank you!
Technical Discussion » Simple "Bake to Keyframes"?
- Tobias Steiner
- 101 posts
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Trying to simply bake out keyframes on a parameter that has an expression on it. What I've found in the forums seems wickedly convoluted. There has to be a simple and efficient way like in every other package out there, eg. right click on parameter containing an expression and bake it…done….right?
The “Bake Keyframes” seems to do nothing in my version. Hindie 15.5.673
The “Bake Keyframes” seems to do nothing in my version. Hindie 15.5.673
Technical Discussion » Random speed for copied geos
- Tobias Steiner
- 101 posts
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Hi guys,
I'm trying to figure out a way to animate copied geos so that each moves at a different rate in a chosen translate, eg X.
Right now I have a transform node after the copy that has (-$F *.04) in the X translate. I'd like there to be a random variance applied to each copy coming into this transform. I have 10 “clones” and want each one to move at a slightly different speed in the X.
Any tips would be appreciated. Thank you!
T
I'm trying to figure out a way to animate copied geos so that each moves at a different rate in a chosen translate, eg X.
Right now I have a transform node after the copy that has (-$F *.04) in the X translate. I'd like there to be a random variance applied to each copy coming into this transform. I have 10 “clones” and want each one to move at a slightly different speed in the X.
Any tips would be appreciated. Thank you!
T
Technical Discussion » Suggested 3rd Party workflow for Terrain
- Tobias Steiner
- 101 posts
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I don't use Redshift so forgive any ignorance on my part. I'm guessing if it has an ipr mode that works in Houdini like Arnold, Mantra, or Renderman does then you wouldn't have any look dev issues by using the live ipr render view. I don't believe Houdini actually supports display of shader elements in the native scene view window for shaders that are not the built in Mantra or Renderman offerings. Long story short, whatever you can build in your render engine should update easy enough in the Houdini Render Viewer via that renderer's ipr engine. This should be true for any method of color assignment.
Technical Discussion » Suggested 3rd Party workflow for Terrain
- Tobias Steiner
- 101 posts
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Hi Daryl,
Maybe you could try using a world space position probe to drive mapping of other shader nodes. Here's an example done in Arnold but the principle should be the same because world space position is a general 3D concept not unique to Houdini. I'm sure you can do this in Redshift pretty easily.
Example (about half way through video):
https://vimeo.com/170545984 [vimeo.com]
Here it is working in H15.5. Arnold isn't available yet for H16 so this terrain model was created in H16 and brought into H15.5 as an OBJ. At this point you can control placements of shading however you want based on the position map. I'm sure there's a very similar workflow in Redshift. Hope this helps.
Maybe you could try using a world space position probe to drive mapping of other shader nodes. Here's an example done in Arnold but the principle should be the same because world space position is a general 3D concept not unique to Houdini. I'm sure you can do this in Redshift pretty easily.
Example (about half way through video):
https://vimeo.com/170545984 [vimeo.com]
Here it is working in H15.5. Arnold isn't available yet for H16 so this terrain model was created in H16 and brought into H15.5 as an OBJ. At this point you can control placements of shading however you want based on the position map. I'm sure there's a very similar workflow in Redshift. Hope this helps.
Edited by Tobias Steiner - 2017年2月27日 13:35:17
Technical Discussion » UI dual monitor interactivity issues
- Tobias Steiner
- 101 posts
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Also wanted to point out that I'm using a Wacom Intuos Medium tablet. I can't edit the original bug report so hopefully someone sees this here.
Technical Discussion » UI dual monitor interactivity issues
- Tobias Steiner
- 101 posts
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Just reported this via the bug reporting channel but I'm curious if anyone else noticed the problem.
H16 530
When using a dual monitor setup, Houdini panes on the 2nd monitor are unresponsive to selection and navigation. When dragging the same pane back to 1st monitor, they become responsive again. Can't think of any reason for this but it was able to replicated with every session of H16 530.
Anyone else notice this?
Windows 10 Pro 64 bit
32GB RAM
nVidia 780 (latest driver)
H16 530
When using a dual monitor setup, Houdini panes on the 2nd monitor are unresponsive to selection and navigation. When dragging the same pane back to 1st monitor, they become responsive again. Can't think of any reason for this but it was able to replicated with every session of H16 530.
Anyone else notice this?
Windows 10 Pro 64 bit
32GB RAM
nVidia 780 (latest driver)
Technical Discussion » H16 Mantra Rendering Issues
- Tobias Steiner
- 101 posts
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Artye
What's different apart from the auto cusping?
Is that what is throwing refractions off? That's probably exactly it.
Exposure is slightly different. I get that these are minor but consistency is king when using multiple assets between versions when it comes up.
Technical Discussion » H16 Mantra Rendering Issues
- Tobias Steiner
- 101 posts
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BabaJ
Is your hip file named without spaces?
That might work.
Yesterday I could not get renders and was told by support the temp work around was to make sure there was no spaces in the hip file name.
They said the fix was to be in todays daily build.
Also, I noticed that you have “/obj/glass_torus/torus1”
Are you by chance using a glass shader from H15 and opened it up in H16?
I had an H15 file that had a function referencing a parameter in the glass shader.
But in H16 the glass shader is different and doesn't have that parameter which gave rise to the mantra errors like yours.
I had another H15 file that had a couple hundred ‘errors’ like yours.
But thinking about it a bit more…I"m not surprised..especially if I doing alot of function/expression work that are referencing paramters that no longer exist.
Good tips. Thank you. It was the spaces issue. That fixed it. The renders are vastly different between H15.5 and H16. Same file. Same materials. Same lighting. Very odd. Attached images. H15.5 did render slightly faster as well.
Edited by Tobias Steiner - 2017年2月22日 18:03:32
Technical Discussion » H16 Mantra Rendering Issues
- Tobias Steiner
- 101 posts
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I keep getting an issue where Mantra seems to be unable to find objects in scenes. The example attached just uses some basic out of the box shaders.
Example:
mantra: Can't find geometry /obj/floor/grid1
mantra: Can't find geometry /obj/metallic_sphere/sphere1
mantra: Can't find geometry /obj/glass_torus/torus1
mantra: Can't find geometry /obj/cloth_cube/box1
The objects are definitely there. Sometimes the render works and sometimes it doesn't. If I restart H16 it might work for a single pass but then gets the errors above if attempted again. I can open the same file in H15.5 and it works fine.
In fact, H15 rendered about 10% faster. I though H16 was to have render performance enhancements?
Windows 10 Pro 64 bit
32GB RAM
nVidia 780
Example:
mantra: Can't find geometry /obj/floor/grid1
mantra: Can't find geometry /obj/metallic_sphere/sphere1
mantra: Can't find geometry /obj/glass_torus/torus1
mantra: Can't find geometry /obj/cloth_cube/box1
The objects are definitely there. Sometimes the render works and sometimes it doesn't. If I restart H16 it might work for a single pass but then gets the errors above if attempted again. I can open the same file in H15.5 and it works fine.
In fact, H15 rendered about 10% faster. I though H16 was to have render performance enhancements?
Windows 10 Pro 64 bit
32GB RAM
nVidia 780
Edited by Tobias Steiner - 2017年2月22日 18:04:05
Technical Discussion » H16 Up res particle sim at render?
- Tobias Steiner
- 101 posts
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Is it possible to.up res an existing sim cache at render?
Please don't respond with the old particle replicate type scenerio. That yields completely different sim results. We want the same sim…just up res'd. Thank you.
Please don't respond with the old particle replicate type scenerio. That yields completely different sim results. We want the same sim…just up res'd. Thank you.
Houdini Lounge » Houdini 16
- Tobias Steiner
- 101 posts
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nisacharCreateTheImaginable
The best thing in Houdini 16 is the radial menus! It turns Houdini into a whole new application!
Oh it does ! Next stop, extend that workflow
Agreed. Love these menus, now we just need to be able to customize them to our own workflows. I noticed the particles context is missing entirely from it unless I'm not seeing something obvious.
Houdini Lounge » Houdini 16
- Tobias Steiner
- 101 posts
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Tobias Steiner3dnvTobias SteinerHey Tobias, check out the Go Procedural Vimeo page [vimeo.com]
Update works very well so far guys! Thank you!
Will there be any more quick tip videos on the features like rigging and fracturing (destruction) processes that were shown during the live presentation?
a slew of new vids are up.
Thanks!
Actually those are the same exact ones on the SideFX website lol. Nothing on rigging fracturing though. Hmmmm.
Houdini Lounge » Houdini 16
- Tobias Steiner
- 101 posts
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3dnvTobias SteinerHey Tobias, check out the Go Procedural Vimeo page [vimeo.com]
Update works very well so far guys! Thank you!
Will there be any more quick tip videos on the features like rigging and fracturing (destruction) processes that were shown during the live presentation?
a slew of new vids are up.
Thanks!
Houdini Lounge » Houdini 16
- Tobias Steiner
- 101 posts
- Offline
Update works very well so far guys! Thank you!
Will there be any more quick tip videos on the features like rigging and fracturing (destruction) processes that were shown during the live presentation?
Will there be any more quick tip videos on the features like rigging and fracturing (destruction) processes that were shown during the live presentation?
Houdini Lounge » Houdini 16
- Tobias Steiner
- 101 posts
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On another note…..
Can anyone tell me if we are able to up res particles at render time in H16? I found a couple of “workarounds” from a couple years ago but those were really overkill and wonky solutions.
Can anyone tell me if we are able to up res particles at render time in H16? I found a couple of “workarounds” from a couple years ago but those were really overkill and wonky solutions.
Edited by Tobias Steiner - 2017年2月21日 11:11:47
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